SlideShare a Scribd company logo
[object Object],[object Object],[object Object],[object Object],[object Object]
Outline ,[object Object],[object Object],[object Object],[object Object],[object Object]
WHAT is game audio? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
WHO cares about game audio? ,[object Object],[object Object],[object Object]
WHO makes it?   The Game Audio Production Process ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Audio “Post”: Integration ,[object Object],[object Object],[object Object]
WHEN does the audio team get involved? ,[object Object],[object Object]
Music  driving  gameplay elements. New Super Mario Bros  (Nintendo DS 2006) (Koji Kondo)
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object]
Space Invaders  (Midway 1978)  ,[object Object]
Technological Constraints ,[object Object]
Atari VCS (2600) ,[object Object]
Working With Constraints: Nintendo NES ,[object Object],[object Object]
Ballblazer  (LucasArts 1984) (Peter Langston) ,[object Object],[object Object],[object Object],[object Object]
Working With Constraints: Commodore 64 Track 1 (e.g. “Level_One”) Instrument 1 (envelope, waveform, effect filters, etc.) Instrument 2 (envelope, waveform, effect filters, etc.) Rob Hubbard’s  Module Format Pattern 1 (sequence of notes) Pattern 2 (sequence of notes) Pattern 3 (sequence of notes)
Combining modules (in MIDI)  with control statements MIDI and the Creation of iMUSE Land, Michael Z. and Peter N. McConnell.  Method and Apparatus for Dynamically Composing  Music and Sound Effect Using a Computer  Entertainment System . US Patent No. 5,315,057.  24 May, 1994.
Super Mario World  (Nintendo 1991) (Koji Kondo) Musical layering  technique Mario jumps on Yoshi &  gets extra layer of music (SNES).
Legend of Zelda: Ocarina of Time  (Nintendo 1999) (Koji Kondo) (N64) ,[object Object]
State-of-the-Art Today ,[object Object],[object Object],[object Object],[object Object]
Techniques we can borrow from Film ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Where games differ from Film ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
What is Interactive Audio? ,[object Object]
Interactive Audio: Footsteps Enemy music cue
What is  adaptive  audio? ,[object Object]
Adaptive Audio Change in music day to night Wolf, crow
IMPACT OF ADAPTIVE/ INTERACTIVITY ON MUSIC
[object Object],[object Object],[object Object]
Solution: transitions: Cross fade
Cross Fades
Other solution: The Stab/SFX ,[object Object]
Solution: Variable structure ,[object Object]
Parameter Based Music: Parameters ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],The transition matrix approach and the creation of transitional units
Example: Parameter-Based Music ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Example:  No One Lives Forever ,[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
IMPACT OF INTERACTIVITY ON SOUND EFFECTS
Problems with Game Sound Effects ,[object Object],[object Object],[object Object],[object Object],[object Object]
Solution: Granular Synthesis
Granular Synthesis Examples ,[object Object],[object Object],[object Object],Crowd and speech examples borrowed from Leonard Paul at Vancouver Film School
Granular: Remaining Open Questions ,[object Object],[object Object],[object Object],[object Object]
MIXING IN GAMES
Mixing Problems: -too many sounds poor dynamic range -poor variation -unpredictable timings  -no “post production” mixing  : results in “muddy”, clash of sounds
Dynamic range …  in a popular film …  in a popular game Graphics adapted from those supplied by Rob Bridgett of Swordfish Studios .
Dynamic Range: Problems ,[object Object],[object Object],[object Object],[object Object]
Mixing: Dynamic Range Solutions ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Variable volume
Solutions: Listener fatigue ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Mixing Problem: Dynamic Range/ Variation ,[object Object],[object Object],[object Object],[object Object]
Solution: Location-Based Run-Time Mixing ,[object Object],[object Object],[object Object],[object Object]
Problem: Mixing: Unpredictability, Variability
Problem: Ambience repetition ,[object Object],[object Object]
Solutions: Real-time Weighted Mixing ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
The big problem: Logjams ,[object Object],[object Object],[object Object]
Logjam solutions ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Steps to organization ,[object Object],[object Object],[object Object]
Steps to organization ,[object Object],[object Object],[object Object],[object Object],[object Object]
Steps to organization: the Mix ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
The mix: culling/muting ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
The Mix; EQ and Filtering ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
MIXING: Surround ,[object Object],[object Object],[object Object]
A final point on mixing ,[object Object],[object Object],[object Object]
Audio Middleware
Wwise  ,[object Object],[object Object],[object Object],[object Object],[object Object]
TECHNOLOGICAL CONSTRAINTS (MOBILE)
Problem: technological constraints ,[object Object],[object Object]
Cheese Racer ,[object Object],[object Object],[object Object],[object Object]
(cont..) ,[object Object],[object Object],[object Object],[object Object]
Solutions: technological constraints:  ,[object Object],[object Object]
Sampling to save size ,[object Object],[object Object],[object Object],[object Object],[object Object]

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Game Audio Post-Production

Editor's Notes

  1. Introduce self, thank Cognos and Carleton.